Forum Replies Created

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  • Jason Stirret

    January 12, 2013 at 6:00 am in reply to: alpha texture error

    Normals wont make a difference if the material is both sides. And PNG wont make a difference either. Your better off with PSD. Often times its good know why something is doing the “thing” its doing, however, many times I run a second or more renders with alphas and object buffers and simply edit them in PS. The time you save is priceless! What is important is the end result. Don’t forget that PS can be just as powerful as Cinema.

    Let me know what happens would ya?!

  • Jason Stirret

    January 11, 2013 at 9:19 pm in reply to: Suddenly can’t edit pallettes

    Its funny Adam…I wonder how many times you answer the same questions on things. I asked you the same thing a few years back! I wonder how hard it would be to set up an automatic question and answer finder. Type in a subject like “menus”, find a list of problems people tend to have with solutions.

    Just a thought. Take care!

  • Jason Stirret

    January 11, 2013 at 9:15 pm in reply to: alpha texture error

    Are you doing an animation or a still?

  • Jason Stirret

    January 11, 2013 at 7:02 pm in reply to: alpha texture error

    It has been quite awhile, but if I remember correctly it had to do with spacing on the gradient alpha channel. And I might be wrong but I never truly understood how I fixed it, but I did the same thing in the transparency channel and tweaked forever and somehow fixed it. To be dead honest I don’t know it really had to do with the material settings at all as I use alpha all the time and have never had the problem since.

    On another note I suspect there might be an issue with how the materials that are set up with channels (i.e. luminescence, alpha, trans etc.) render over (at least to the camera viewpoint)other materials.

    Otherwise I would have to revisit that set…let me know what you find! And sorry I couldn’t help more, its just been to long now. J

  • Jason Stirret

    January 8, 2013 at 2:58 pm in reply to: Resolution question

    Thank you for your post good sir, it is much appreciated as with everyone who takes time to help! Have a good week!

  • Jason Stirret

    January 5, 2013 at 7:41 pm in reply to: Creating a replaceable material for PSD.

    What version of Photoshop are you using? Might be easier (picture complexity pending of course) to render out another club using the UV-edit there…

  • Jason Stirret

    January 5, 2013 at 7:39 pm in reply to: Resolution question

    Thank you Darby, I think I would have been alright not asking. But when reputation is on the line its best to get expert advise; better safe than sorry!

    Thanks again…

    J

  • Jason Stirret

    January 3, 2013 at 2:50 am in reply to: Best laptop options

    Hi there, I had an Alienware with I-7 hyperthread quad core, Nvidia 555 with like 2/3 gbs (cant remember now), 8 gb ram, solid state drive and some things to keep in mind are that, 1. it will get hot! you’ll need sufficient cooling for long renders. 2. The amount of money you will spend on this laptop could get you an extremely nice PC, 12 cores/good video etc. 3. Got ride of it as I work with some very complex sets and the it simply couldn’t handle complex sets on the screen. Choppy and such after around 600,000 vertices. After that that things get frustrating and slow…and this was a good video card for a laptop. Make sure you understand what your getting into with this laptop. Of course if you have tons of money and don’t care then disregard this message.

  • Jason Stirret

    October 7, 2012 at 5:30 pm in reply to: Logo Modeling Method

    I guess you’ll simply have to consider (as I’m sure you probably have!) what and if you plan to manipulate the final object for the proposed animation down the road. This of course will dictate how your going to build this thing.

    Good day sir!

  • Jason Stirret

    October 6, 2012 at 11:37 pm in reply to: Logo Modeling Method

    I took a look, and there are many ways to do this; I can see your dilemma. Whats the smartest most efficient way? Having done multiple projects of this sort (i.e. from a drawing or schematic)I usually camera map onto a background object (using a separate camera locked “protection tag”). Place a background object, create a new texture with your picture in the luminescence channel. You should see it in the back. You are then free to model the object interactively. Just use your eye the rest of time to get it close enough.

    I hope this helped, I may not completely understand the nature of your query if not.

    Cheers!

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